Flying is ‘ok’. I use a stick with lots of buttons within thumb range. I can let go to use the mouse or keyboard as needed.
But if I have to use a mouse, keyboard, or stick and controller simultaneously… I’m sort of screwed. A simple simulation of my condition would be to sit on one of your hands, then try the walkaround. It really sounds like a PITA for me.
If you’re looking for suggestions, I would think one-handed walkaround could be doable if you bind the stick to look around, and then add a shifter to make that stick also control movement/translation. This would allow you to move and look with the same stick (not at the same time, but it’s a walkaround inspection not a first person shooter - I believe it would be adequate.) Here’s an example that I set up that works very well one-handed:
Then you just need one button for INTERACT and optionally you can add TOGGLE RUN and/or TOGGLE CROUCH.
And fortunately these controls only apply in walkaround, so they will not conflict with anything else you have bound to them in the other modes/camera views.
Thanks, that is very helpful. I was thinking it would be prohibitively difficult, but that sounds do-able. I just need 2024 to settle down as re-setting all these controls with each update would be quite the frustration. Cheers.
And yes, these days first person shooters are right out. Turret-Mode is no fun lol.
Yep - I try to be in the middle, but I do lean towards 2024 being pretty good with significantly more potential. Part of the problem is how complex simming is, it results in a world where 500,000 users will experience 500,000 unique sims.
Of course another part of the issue is rage-bait/negative engagement being easier to get than positive, but that is not to invalidate those with genuine concerns.
But it literally is. Chocks, engine covers, pitot cover, and static port covers are the max I’ve ever seen - so four clicks. And most aircraft do not have all of these.
4 clicks and long walking to get into position.
4 clicks that should be optional for those who like that unrealistic implementation of walk arounds / visual inspections.
4 clicks and about 2 minutes wasted time for those who prefer realsim and customizeability.
There are times I just want to start on the runway, take off & fly.
There are times I want to start on the apron, hop in the aircaft, hit CTRLE, taxi to the runway & fly.
There are times I want to do a basic walkaround inspection, then go & fly.
And there are times when I wish there was an opportunity to do a much more realistic inspection before my flight than currently is possible (looking at https://www.zlinaero.com/technical-documents/ was interesting)
All these variations are valid - as are the opinions expressed in the almost 300 posts in this topic. This clearly is something we all are interested in seeing improved.
One possible solution would be to modify the current checklist level in the EFB to include more options - e.g. in addition to Basic, Advanced & Expert, one could add “None” - and maybe other alternatives too.
Before a flight, you could choose which level of checklist you wanted to perform in the EFB while configuring your aircraft.
If you chose “None”, for example, and you also chose to start at a parking spot, you would spawn in the cockpit with all external checklists pre-completed for you.
If you chose “Basic”, and you also chose to start at a parking spot, you would spawn outside ready for a basic walkaround (chocks / struts / flaps / covers, etc., similar to what we see today).
If you chose “Advanced”, and you also chose to start at a parking spot, you would spawn outside ready for a more comprehensive walkaround.
And if you chose “Expert”, and you also chose to start at a parking spot, you would spawn outside ready for a study-level walkaround that could take a considerable amount of time.
Of course, inspections would be tailored for each aircraft, so, for example, one might be required to check components of an engine in a GA aircraft in an “Expert” walkaround, but not for an airliner, as that would have been done by the ground crew rather than the pilots.
No airline captain walks casualy across the apron for his next passanger flight.
He will not remove any covers and choks.
In reality he will start with cockpit preparations and then do a visual inspection. Or he delegates it to his FO.
So the old “spawn in cockpit cold&dark” would be the most realistic approach and needs no new implementation as it is basically there.
It just needs a toggle for skipping the walk-around.
This also applies to most commercial flights wirh smaller aircraft and even some flying clubs have ground crew for perparing the GA aircraft for the pilot.
Making the walk around optional would not take away anyrhing from anyone but add a lot of realsim for those who prefer so. And all this with little to no coding requirement.
When I was a flight instructor we never put covers on aircraft that were flying daily, overnight they were parked in a hangar. If you own a plane which you only take out once a month for a flight you might put covers on?
On small regional turboprops I flew we did put pitot, engine covers and gear pins daily even when parked in a hangar. The point is, there must be an option for those covers, it is not necessarily realistic depending on the size of aircraft and operation.
Then on anything larger than a regional jet or prop, as a pilot you never remove covers. Most of those you can’t even reach without equipment. Gear pins maybe, which isn’t modelled in FS2024.
That would be a tangential topic. Why the mandatory walkaround with removal of all this and then not being able to put plugs, chocks, etc. back on again after a flight?
They’re present on some, but not all (or even many) aircraft. The C17 is one I can think of that has that modeled, though it broke slightly in SU1 and a fix is planned for SU2.